uniform extern texture imageTexture;
sampler baseMap = sampler_state
{
   Texture = <imageTexture>;
};
struct PS_INPUT 
{
   float2 Texcoord : TEXCOORD0;
};
float fvalue1 = float( 0.00 );
float rand(float2 co)
{
    return frac(sin(dot(co.xy ,float2(12.9898,78.233))) * 43758.5453);
}
float noise(float2 co)
{
    return rand(floor((co * 500.0) + (8.0*co)));
}
float4 Pixel_Shader_ps_main( PS_INPUT Input ) : COLOR0
{
   float4 value;// = (0.0f,0.0f,0.0f,0.0f);
   value = tex2D(baseMap, Input.Texcoord);
   float4 FragColor = noise(value.xy);
   return value + (FragColor*fvalue1);
}
technique Textured
{
   pass Pass_0
   {
      PixelShader = compile ps_2_0 Pixel_Shader_ps_main();
   }
}

